Heroes of Zendikar

Artifacts

Throughout the Multiverse, magic items are commonly referred to as Artifacts. Artifacts range in power from barely magical objects made to aid everyday life, to earth-shattering items of incredible power. These are the artifacts that you have so far uncovered.

Personal Artifacts

Angelblood Vial

Wondrous item, uncommon, requires attunement by a white aligned vampire Spark
This vial of golden angel blood has been carefully captured in a soulglass vial hung on a fine darksteel chain. It continually provides an attuned vampire with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.

Behemoth Sledge

Weapon (maul), uncommon, requires attunement by a green aligned Spark
This great maul is was forged of darksteel and decorated with Behemoth claws. You gain a +1 bonus to attack and damage rolls made with this magic weapon. have While you are attuned to this weapon, you have Advantage on Strength (Athletics) checks made to Overrun or Shove Aside. This weapon cannot be destroyed and in the hands of an attuned bearer, it only weights a single pound.

Coral Tome

Wondrous item, uncommon, requires attunement by a blue aligned Spark
This leather bound spellbook has been embossed with coral and bears the sigil of the Lighthouse of Seagate. This spellbook can hold an infinite number of spells. The gold and time you must spend to copy a spell into this spellbook is halved. The spellbook is impervious to all forms of damage and never dulls with age. An attuned bearer gains Advantage on all Intelligence (Arcana) checks, provided they can reference the spellbook.

Druidic Satchel

Wondrous item, uncommon, requires attunement by a green aligned Spark
This leather bag, made of some strange leather, appears empty. Reaching inside the bag, however, reveals the presence of a strangely squishy mass. The bag weighs 1/2 pound.
You can use an action to pull the squishy mass from the bag. Roll a d6. One a 1 or 2, the squishy mass turns into a piece of rotten fruit that instantly intoxicates a creature when eaten. On a 2 or 3, the mass turns into an ordinary piece of fruit that functions as a goodberry. On a 5 or 6, the mass turns into a Saproling (use the statistics for the Vine Blight), which you can throw up to 20 feet.
The saproling is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how it moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three squishy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Peregrine Flask

Wondrous item, uncommon, requires attunement by a red aligned Spark
This silver flask is embossed with a fire-winged peregrine and appears to be able to hold 16 ounces of liquid and weighs 1 pound whether full or empty. Sloshing sounds can be heard from within the flask when it is shaken, even if it is empty.
You can use an action to cause the flask to fill with a liquid. Roll on the table below to determine what liquid fills the flask. Once the flask has produced a liquid, it can’t be used again until you take a short rest.

Peregrine Flask Liquids

d6 Roll

Liquid

1

Blood (as potion of healing)

2

Rum

3

Whiskey

4

Vodka

5

Gamazoan Fire (+2 Initiative for the next hour)

6

Potion of Fire Breath

Skyline

Weapon ( kor hookline), uncommon, requires attunement by a white aligned Spark
This kor hookline is a plain but exceptionally crafted example of its kind. By taking an action, you can shorten or lengthen the line, to a minimum of 10 feet and a maximum of 300 feet. An attuned bearer can throw the hook with perfect accuracy and it never fails to catch on the desired inanimate anchor point.

Uncommon Artifacts

Infiltration Lens

Wondrous item, uncommon
This lens has 3 charges. As an action, you can speak the len’s command word and expend 1 charge. For the next 10 minutes, you can see through mundane barriers (such as stone or wood) up to 5 feet thick when you peer through the lens.
The lens regains 1d3 expended charges daily at dawn.

Heartstone

Wondrous item, uncommon (requires attunement by a spellcaster)
While this stone is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.

Rare Artifacts

Avalanche

Weapon (Longbow), rare (requires attunement by a character with a Strength greater than 17)
This longbow is an exceptionally large specimen that is difficult for most medium sized humanoids to wield. You have a +1 bonus to attack and damage rolls made with this weapon. In addition, the bow can magically transform small stones into stone arrows. When an attuned bearer releases an arrow, it enlarges in flight, dealing an extra 1d4 points of damage. While you are attuned to this weapon, you can speak and understand Giant.
While not truly intelligent, this weapon holds a fragment of the giant who crafted this weapon. Until the bearer can prove his strength, the weapon mutters about puny weaklings and complains about being used improperly. Once the bearer has proven his might, the bow instead urges the bearer to seek mightier and mightier foes.

Legendary Artifiacts

Ray of Iona

Weapon (rapier), legendary, requires attunement by a human Spark
This rapier has been forged from a strange, luminous metal with a golden sheen. The hilt feels warm to the touch and the crossguard is shaped like a pair of angelic wings. Feathers and other angelic imagery have been artfully etched into the blade of this weapon. Once attuned to a bearer, that bearer feels a sense of overwhelming confidence and pangs of conscience when contemplating or undertaking a malevolent act.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you can use a bonus action to cause the weapon to shed bright light in a 30-foot radius and dim light for an additional 30 feet, or to extinguish the light. While this weapon is shining, it deals an additional 1d6 points of radiant damage.